Saturday, June 30, 2007

Mordheim & Star Wars

Last week, I took my big box of Mordheim terrain, minis etc. over to Rod's on a Thursday night. I was on vacation and school had just gotten out for summer. What started as a couple of games kind of kept going. At first B. played too, then she fell asleep on the couch while the DVD of Transformers and Beast Wars played over and over. Rob's orcs, though a large warband, were out-shot and out-fought by Rod's skaven, as were my Osterlanders (Shane used them once) and my old lizard men. Uh, we kind of kept playing. Rob tried his Vampire Count, but that didn't work out against the skaven either. Rod's been playing skaven for a long time, and he seems to have it figured out. All heroes, no hired swords. Three melee specialists with swords and tail fighting when they get the skills. Three ranged specialists with braces of warplock pistols and eagle eye for distance when they get the skills. Infiltration, which can single handedly help win a lot of the scenerios. Dawn came, as did a couple of actual deer into the yard (yes, fawns downtown). By sunrise my lizardmen warband rating had gone from the 140's to the 200's, but they didn't win even once, and my Kroxigor failed his survival check. Man I love Mordheim though.

Today, I ran Star Wars from 2-8 for Phil, Rob, Carson and Marshul. I mostly ran from the old West End Games' Star Wars Planets Collection again. The party went up against the Loag, a cult of assasins on the world of Merisee (p. 156). They defended a biochemist who had hired them for protection from the assasins and from Imperial agents. The main battle was fought in the House of Utozz Prime Brewery, brewers of Merisee Smooth, though the party also fought giant bugs on the steaming jungle of neighboring Meriss III. Jaina, with the help of Marshul's Bothan scoundrel and Cap'n Garrick, was able to locate Parnoz Zedon IV and collect his 25,000 credit bounty. Later, the party risked three black holes and with the help of Forlorn Sky's navigation, made the Kessel run. Garrick bought two tons of spice with the help of a bankroll Jackpot had been saving until needed by the party. After a narrow escape from a large number of well-armed, seasoned pirates, the party was able to get away, achieving something that even gave the great Han Solo difficulty. See more notes below.
XP: 4,000
Ship Fund: Re-assessed. Dobbo the Hutt removed half of the 5 million visible in the ship fund, then Jackpot added 40 million; then 26 million (or so) was spent on spice worth 10 times as much. Also, the cargo hold is more full (about 3/4) of scrapped ships and vehicles than previously thought due to the party's repeated successes and subsequent scavanging. The cargo hold now contains enough vehicles and/or parts for about four starfighters, one hovertank (+1 treaded custom one), one submarine, one air fighter similar to those from the Battle of Hoth, and at least two dozen hover bikes, trucks, and other vehicles. In addition, there are lots of capital ship parts as well as semi-refined ores, as Akbar's Trap is fitted with mining equipment. Though the ship has retractable fuel scoops, there is currently no starship fuel stored on board. But there are considerable personal treasures purchased or saved by PCs and NPCs, including large quantities of computer equipment hoarded by Jarn, droids and parts collected by pretty much everybody (especially Jackpot), luxury goods belonging to Cap'n Garrick, medical supplies of Pieda's, extra man-portable and small vehicle munitions belonging mostly to Jaina, Destro, Forlorn Sky and Archu King. Tools and equipment of Mike Skruyabutavich's. Oh, and the party purchased how many tons of beer on Merisee? I think it was 20 or more... But Akbar's Trap is a medium freighter with about a 200 ton capacity.
Next session: Saturday, July 14, 2-8 pm or so.

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